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WingC3

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Everything posted by WingC3

  1. I too am completely baffled as to how this was missed. Either no one took a flight at all after committing this change, or no one with an understanding of how it should work took a flight after committing the change. So now there's no re-entry heating OR re-entry drag. Next Kerbin will lose its atmosphere and all life on the planet will perish...
  2. I splashed down a refueling vessel last night that contained a 20ton hydrogen tank. When it hit the water it repeatedly bounced dozens of meters back into the air. I think it's boyancy is WAY too high.
  3. It's possible that this calculation is intentional, though probably not the performance drop. If it is true that interstellar craft will be burning for years at a time, then the only way for the player to do anything else but fly that craft during that time period is for the game to continue calculating updates for that craft even when it's out of focus. But clearly, if there's any hope of decent performance for this, especially with colonies and trade runs happening on top of this, they are going to have to optimise the HECK out of this. I cannot see how we will see any of those features on a time scale shorter than years at the moment. That being said, if they can keep churning out 300+ fixes per patch, I could be wrong!
  4. But something is triggering this misbehaviour. Ever since I sanitised my file of the 3 objects that were constantly repeating, I have played for hours without issue. I've constructed and reverted craft, flown to other planets. The save file has grown by a couple MB, but not the hundreds of MB it was doing after just a little bit of play early on.
  5. One thing that is evident from the save file structure is that multiplayer is clearly already beings structured. Craft have an attribute both for an owner and for a player holding control authority.
  6. The moment I entered Duna's SOI I had the sense that something good was coming, but I was completely unprepared for what I would encounter the moment I went suborbital. That soundtrack is simply epic, and it singlehandedly illustrates the potential this game has. Absolutely stunning music! Congratulations to the composers and sound designers!
  7. Solved it: The kerbals have an attribute called "SimObjectIdString" and it contains the GUID of the vessel's root part. Prior to assignment to a vessel they appear to all have the same GUID in there. Perhaps it's the VAB/Astronaut centre. Afterwards it's the aforementioned root part.
  8. I have a ship whose Kerbal has magically disappeared. I've been looking through the save file after he disappeared with the one before, and I cannot see any discrepancy in any of the key-value pairs that could be related to kerbals. Any help appreciated.
  9. I hadn't noticed it, but that would make sense for the behaviour that I'm seeing. That doesn't sound like it's intentional.
  10. Ships that land on the easter egg monument on Minmus are not saved by the game. Upon return to KSC, they are gone from the save. They don't appear in the tracking station nor in the save game file. They're literally gone. Landing outside the ring of the site is perfectly safe. One would expect that ships laned in the monument are persisted just like landing everywhere else. (Or if their disappearance is intentional...some kind of indication that this is the case while on the site) KSP2: v0.1 PC: AMD Ryzen 9 3900XT | Geforce RTX 3090 Founders | 32GB RAM
  11. Craft occassionally seem to get put back into "AtRest"status in the save files when they're actually in space. This may be what leads to that.
  12. I've had this happen with some RCS thrusters. Reloading did not resolve the issue. Very frustrating. Had to de-orbit and re-launch the craft. Example: https://we.tl/t-4MLLxPwGJo
  13. So it turns out that you can, but you have to do it by right clicking the debris directly on the map, and then enter and re-enter the tracking station. But, you're absolutely right that it cannot be done from the list.
  14. I agree with both perspectives: On the one hand, no one wants Kerbals that are hard to control while doing simple tasks like walking. On the other hand, the KSP 2 Kerbals can be flung into the ground at 30m/s and they stick the landing in a way that would make a gold medal gymnast tilt their head.... There has to be a happy middle ground.
  15. Worth noting that the fuel does NOT disappear after reloading. It just isn't properly indicated. Once you begin a burn, the bar will refresh and show the proper fuel quantity. So it's simply a case of the value not being properly initialised when the vehicle is loaded.
  16. And sounds like it's not saving those changes anyway. Plus, you can't change the vehicle type like you could in KSP 1 either. Looks like I'll be editing JSON a lot until that gets fixed.
  17. KSP Version : 0.10 Operating System and version: Windows 11 CPU and GPU models: AMD Ryzen 9 3900XT | nVidia Geforce RTX 3090 Founders Description of the bug: Selecting "Time Warp to Point" on Map scene always produces "reducing timewarp due to proximity to celestial body". However, in fact, the timewarp has finished successfully with no issue. A minor bug, but worth correcting for the sake new users.
  18. I couldn't even find a rename option. Where is it?
  19. It's a bug for sure, but I can help you fix it if you're comfortable editing JSON. I recommend using VSCode. Near the bottom of the of the file is a section called "TravelLogData" . You will find multiple objects in an array there and I suspect you will find MANY duplicate entries mentioning the same "TravelObjectID". You probably have 10s of millions of them. If you're comfortable editing the JSON, make a note of the duplicated GUIDs being repeated as TravelObjectIDs, then remove all of the objects from the "TravelLogData":{"Objects":[] array. They are not necessary for the game. This will restore your performance, and probably bring your save file down to <5MB in size. I think Flags may be the cause, as I've noticed them disappearing in my save. The GUIDs did not appear to refer to any vessels or parts that I could identify
  20. KSP Version : 0.10 Operating System and version: Windows 11 CPU and GPU models: AMD Ryzen 9 3900XT | nVidia Geforce RTX 3090 Founders Description of the bug: At some point in the last 24 hours, something caused 3 parts to create 19 MILLION "TravelObjectID" travel log entries in my save file's "TravelLogData" section. It caused the size to balloon from 1.6MB to 546MB. Loading and saving the game took >1 minute. I used VSCode to sanitize the file and remove all of these entries along with any object with "IsDebris : True" and the file dropped back to 1.6 MB in size. Loading and saving performance was restored to near-instantaneous. I can't prove it, but I suspect it may be a flag causing the issue? Screen shots and sample save file: https://we.tl/t-BU9ZV5RKq6
  21. KSP Version : 0.10 Operating System and version: Windows 11 CPU and GPU models: AMD Ryzen 9 3900XT | nVidia Geforce RTX 3090 Founders Description of the bug: When using struts to stabilise a rocket across two stages, when one stages the rocket and the struts release, they release from both sides. Instead of remaining attached to one side of the connection, they become free floating, permanent debris called "DefaultName-<X>" that must each be deleted manually from the tracking station. Expectation: Struts should either stay attached to one side of the connection upon staging (as they did in KSP 1) or be auto-deleted.
  22. KSP Version : 0.10 Operating System and version: Windows 11 CPU and GPU models: AMD Ryzen 9 3900XT | nVidia Geforce RTX 3090 Founders Description of the bug. Expected Behavior: Rotational maneuvers using SAS should not induce linear velocity changes in the spacecraft. Observed Behavior: Rotational maneuvers using SAS impart significant linear velocity changes on the spacecraft in what appears to be the radial in/out directions (depending on direction of the rotation) Steps to Replicate: This is somewhat noticeable around any body, but is MOST noticeable around low-gravity bodies where orbital changes of >1km can be observed merely by rotating the craft 180 degrees or asking SAS to hold orientation for a period of time. Fixes / Workarounds (if known..) : The only workaround I've found is to disable SAS as soon as the craft is stable in a given orientation, and if needed, use correction burns to adjust the orbit. A list of ALL mods. If the list is long, please consider using a spoiler window: NONE
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